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https://github.com/wesnoth/wesnoth
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Implemented some more abilities.
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@ -35,6 +35,12 @@ A curer can cure a unit of poison, although that unit will receive no additional
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#define ABILITY_REGENERATES
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[regenerates]
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value=8
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cumulative=no
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name= _ "regenerates"
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description= _ "Regenerates:
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The unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing."
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affect_self=yes
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[/regenerates]
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#enddef
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@ -43,38 +49,101 @@ A curer can cure a unit of poison, although that unit will receive no additional
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[/steadfast]
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#enddef
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#define ABILITY_LEADERSHIP
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#define ABILITY_LEADERSHIP_LEVEL_1
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[leadership]
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value=25
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cumulative=no
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affect_allies=yes
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name= _ "leadership"
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description= _ "Leadership:
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This unit can lead friendly units that are next to it, making them fight better.
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Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
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affect_self=no
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[affect_adjacent]
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adjacent=n,ne,se,s,sw,nw
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[filter]
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level=0
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[/filter]
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[/affect_adjacent]
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[/leadership]
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#enddef
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#define ABILITY_SKIRMISHER
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[skirmisher]
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name= _ "skirmisher"
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description= _ "Skirmisher:
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This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control. (Exception: if you stop in an enemy zone of control, your remaining movement will be set to 0 even if you are a skirmisher.)"
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affect_self=yes
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[/skirmisher]
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#enddef
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#define ABILITY_ILLUMINATES
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[illuminates]
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value=1
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cumulative=no
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name= _ "illuminates"
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description= _ "Illuminates:
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This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.
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Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk."
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affect_self=yes
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[/illuminates]
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#enddef
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#define ABILITY_TELEPORT
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[teleport]
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name= _ "teleport"
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description= _ "Teleport:
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This unit may teleport between any two friendly villages using one of its moves."
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[/teleport]
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#enddef
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#define ABILITY_AMBUSH
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[hides]
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name= _ "ambush"
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description= _ "Ambush:
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This unit can hide in forest, and remain undetected by its enemies.
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Enemy units cannot see or attack this unit when it is in forest, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit."
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affect_self=yes
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[filter]
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[filter_location]
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terrain=f,T,F
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[/filter_location]
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[/filter]
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[/hides]
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#enddef
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#define ABILITY_NIGHTSTALK
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[hides]
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name= _ "nightstalk"
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description= _ "Nightstalk:
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The unit becomes invisible during night.
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Enemy units cannot see or attack this unit at night, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit."
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affect_self=yes
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[filter]
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[filter_location]
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time_of_day=chaotic
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[/filter_location]
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[/filter]
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[/hides]
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#enddef
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#define ABILITY_SUBMERGE
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[hides]
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name= _ "submerge"
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description= _ "Submerge:
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This unit can hide in deep water, and remain undetected by its enemies.
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Enemy units cannot see or attack this unit when it is in deep water, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit."
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affect_self=yes
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[filter]
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[filter_location]
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terrain=s
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[/filter_location]
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[/filter]
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[/hides]
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#enddef
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